Grazzt

Morganstern's page

248 posts. 1 review. No lists. 1 wishlist. 1 alias.



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1) there is no mention of different creatures doing anything, simply that larger corpses count as two of the next smaller size.
2) they specifically call out corpses multiple times, so either should work fine. If you have the ability to command undead, running into a horde of mindless undead just saved you some digging.
3) as far as construction points go, I suggest 2 points for 2 more claws, 2 point for Grab, 1 point for Constrict, and 2 points for Blade Fists on each claw.

Additionally, I'd doesn't state anywhere that you can't add more CP, just that it increases it's CR by 1 for every 2 CP added.


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The armor (which can't be removed) makes the wearer feel no pain, even allowing them to fight through broken bones or torn muscles. Because of this, the wearer is oblivious to how much damage he's taken (the GM would track his HP).


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Just give him access to a Hourglass of Transfiguration and call it good.


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I feel that this trope is common enough that it could be used in a game as a fight mechanic or plot point. Maybe a villain is interrupted while performing a ritual that requires a sacrifice, and his death fulfills that last step - and transforms him into a terrible horror.
Or maybe a villain that the party already defeated returns from the dead shortly after as a powerful undead, and picks up his plans where they left off.
How would you feel about something like that happening, and what would you like to use such a trope for?


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Thank you so much! My players are fascinated with the creatures, and have been harvesting a good amount of the material from a nest they recently disturbed. Now that I know what they're made of, I'll let my players discover that information themselves.
Thanks again!


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Just recently built a Human barbarian 11/Champion 5 that can deal (Via mythic Power Attack, Mythic Vital Strike, and Improved Vital Strike) either 9d6+87+1d6 or 15d6+205+1d6+2d10 on a critical hit. Either way he tickles even the hardiest fighter, and that's without the Maximized Critical path ability.
Side note, icy burst for those random d6 and d10, with him being Large sized with a greataxe.


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The most Hated and Loved villain I've yet used was a cohort that the team left for dead after raiding a temple to an evil deity. They killed the cultists but the paladin's cohort fell in combat and they never checked if he was alive or not. They left him there to eventually stabilize and recover on his own.

He ended up becoming an Antipaladin of the very deity that they had been fighting, and when he first encountered the team again he used his knowledge of them well. Silenced the Sorcerer, Sundered the Barbarian's ONLY weapon, and used Dominated villagers to shield himself from the paladin. Though they survived, the party was furious that an Enemy would know their weaknesses so well until the sorcerer realised who he was.

They tried to redeem him multiple times until he ended up dying from friendly fire, after which the paladin buried him in his family's crypt. First time I ever saw a team actually debate resurrecting an enemy.


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Basically, I've been wanting to run a pure spellcaster for some time now but haven't seen any ideas that struck my fancy. Now finally I saw something that I wanted to recreate as a character, but I have no idea how.
The general idea is to use a lot of "mind control" spells such as dominate and suggestion, maybe even geas if it gets to that point. I need any and all advice on building this type of character please!


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Powdered Bones for any necromantic or evil item.

Quicksilver/Mercury for speed or adaptation based items.

Vampire Fangs for undead bane weapons or bleed items.

Distilled essence of an Ooze for acid based items.

Sky Metal (Meteoric Iron) for protection or defensive items.

Volcanic Glass for flame or heat based items.

Diamond Dust for light based items.


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I see that this is of no interest to anyone. Nevermind then, carry on.


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Killed myself with an arrow of slaying. Hallway trap that teleported things to the beginning to make an endless loop, I fired one of my 20 arrows (one of which was the Arrow of Human Slaying) and when told to roll for which arrow it was, i rolled a 1. It was a very strange dungeon.


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I played in a campiagn for a few months (and DM'd a version of the same campaign later on) and ended up writing a rather generic list of tips to help some of the players adapt to a campaign without magic (yep, without any at all). It kind of assumes that you're playing a fighter, but work with me here.

General Tips for Low or No magic Campaigns:
The fighter’s most precious resource is his supply of hit points. In no uncertain terms, a fighter’s hit points measure his ability to continue doing what he does best: fight. Without hit points, it doesn’t matter how strong or fast you are, because you have lost the fight.
A wise fighter manages this resource carefully, and in a warrior campaign, this becomes even more important (since there probably isn’t a cleric around when you need one). In general, managing your hit points comes down to two things: saving them until needed, and restoring them when lost.

Saving Hit Points
Stay Alert: While no amount of preparation or feat selection can ensure that you are never caught flat-footed, every time you avoid giving up a surprise round or a sneak attack to a foe, you have gained an edge. Make sure somebody in the group—such as the barbarian or ranger—has a high initiative modifier (Improved Initiative is key) and a good Spot or Listen modifier.
Keep Your Distance: The reason that 1st-level wizards prefer magic missile to shocking grasp is that the former lets them hit opponents from a long way away. Learn this lesson well. Most characters in your group should carry a bow, or failing that, a loaded crossbow, when trudging through the dungeon. (If you have a big enough group, you can afford to have at least one character who specializes in ranged combat.) Assuming you aren’t ambushed, chances are you will be able to get off at least one shot at your opponent before melee begins. While the few points of damage dealt by that shot may not seem impressive when compared to your average sword- or axe-swing, those may be the few points that keep the monster from getting another full attack against you later in the encounter. In fact, in most fights, the longer you stay out of melee range, the better your chances of success. The exception, of course, is if your opponent has better ranged attacks than you.
Smaller Fights Are Better: Though a sorcerer may complain about only having two bugbears to incinerate with his fireball, the fewer opponents faced by a fighter simultaneously, the better. In most rounds, you can only damage a very limited number of opponents (unlike a typical spellcaster), but many opponents might be able to damage you. Never let an enemy escape (he’s probably going for reinforcements), and never let an enemy shout a warning. If one of the goblins carries a horn, take him out first. If there’s a big drum in the middle of the guard post, put an arrow through it right away.
Avoid Unnecessary Fights: Just because a half-dozen orcs are standing between you and the entrance to the enemy’s fortress doesn’t mean you have to fight them now, or ever. Despite the oft-repeated advice never to leave enemies behind you, if you do your job right, an enemy avoided now can easily become an enemy avoided forever. Do you really think those orcs are going to stick around to fight you after you have defeated their master and set the castle ablaze? Just because you can fight the orcs doesn’t mean you should. Even though the result of the fight seems a foregone conclusion, all one of those orcs needs to do is score a key critical hit to make the fight much more costly than you had anticipated.

Restoring Hit Points
Take Care of Yourself: Each character must be much more self-reliant when it comes to healing. If possible, every PC should carry around a supply of potions. If you don’t have enough potions to restore you from 0 hit points to full normal hit points (assuming average rolls), you’re taking a serious chance that you won’t be around to see the end of the adventure.
Use All Available Resources: An often-overlooked option for any character is to pick up alchemical items which aid in natural recovery. These items range from ointments and potions to candles and incense. Although they may have a hefty price tag attached to them, most of these items are well worth the gold.
Rest: When all else fails, take time off from fighting. Every day of rest is another few hit points for the next battle. Make sure you have at least one character with some ranks in the Heal skill—long-term care dramatically reduces the downtime between adventures forced by lost hit points.

Edit: Most of this is either taken from or adapted from the Complete Warrior D&D book, as that was the edition we were running at the time.


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So far from reading over the Core Rulebook (a few times), I haven't seen anywhere where the book states that casting an evil aligned spell is an evil action in itself. I have seen statements that a cleric cannot cast spells that are against their alignment, such as a Good cleric casting an Evil spell, but this isn't stated as "If they do, they shift alignment" but rather as "They can't do it". So as far as rule mechanics go, i'd say (and to state this very clearly, the game has a decent amount of room for interpretation. This is the interpretation that me and my group feel fits best with the rules as written within the book) that casting a spell with an evil descriptor isn't an inherently evil act, but it can be if used for evil purposes. The descriptors are there more as guidelines for interactions with other abilities and spells rather than saying "casting this spell is considered a [alignment descriptor] act".